Homebrew King of Curses Species Details

Origin:
The King of Curses is an ancient supernatural race, believed to descend directly from a primordial sorcerer whose wrath and power were so immense that his body could not be destroyed—only divided. The infamous Ryomen Sukuna, known as the King of Curses, was feared not just for his strength but for his cruelty and command over forbidden techniques. When the world could not contain him, his power was sealed into twenty fingers, scattered to prevent his return. As a King of Curses, you are a true reincarnation—awakening with only a fragment of your might, then regaining one finger at a time. Each recovered finger unlocks legendary, terrifying abilities, steadily restoring you to your once godlike dominance.


Description:
King of Curses appear humanoid but are marked by unmistakable supernatural features:

  • Eyes: Often multiple or unusual in color/shape, flashing with malevolent energy.

  • Markings: Dark, jagged tattoos or curse marks trace their skin and grow more pronounced as fingers are regained.

  • Presence: Their aura unnerves even the bravest, warping the air with fear and dread.

They carry themselves with supreme arrogance—even when weakened, their posture and gaze command respect, and their mere presence can sow chaos or terror.

Though their essence is ancient, King of Curses race players begin incomplete—the spark of unimaginable power barely flickering. Each finger, recovered through quest or level up, brings them closer to unleashing techniques that threaten both mortals and spirits. By the time all fingers are reunited, you stand at the pinnacle of fearsome sorcery—with dominion over reality itself, nearly impossible to challenge.

King of Curses Traits

As a true King of Curses, your journey begins with only a fraction of your ancient might. The power you wield is bound to the legendary “twenty fingers”—each one a key to reclaiming the supernatural abilities, cursed techniques, and fearsome presence that made your name infamous. Each trait you unlock reflects your curse intensifying and your dominion expanding. Some traits boost your physical, mental, or magical capabilities—others strike fear in foes, bolster your resilience, or warp reality around you. Every new finger absorbed is both a step toward your terrifying legacy and a marker of your rebirth as the world’s most powerful curse. Prepare to become the ultimate threat and legend, as every finger and ability brings you closer to restoring the full, dreaded King of Curses.

Ability Score Increase

+2 Charisma, +1 Constitution

Age

You do not age and are immune to magical aging.

Alignment

Usually Chaotic Evil or Chaotic Neutral, though rare variants exist.

Size

Medium (6–7 ft tall; broad and powerful).

Speed

30 feet walk 10ft climb.

Languages

Common, Infernal, one language of choice.

Finger Progression

You start with 1 finger. Each level, you gain a new finger and its associated trait.

King of Curses Finger-by-Finger Traits

1. Fragmented Might
You gain proficiency in Intimidation, resistance to necrotic damage, and can cast Thaumaturgy once per short rest.

2. Curse Sight
Darkvision 60 ft. You see invisible or cursed creatures.

3. Cleave (Slice & Dice)
Once per short rest, make a melee or ranged attack. On hit, deal normal damage plus slashing damage equal to twice your character level.

4. Regeneration
When you absorb a finger, instantly regain hit points equal to your level plus proficiency bonus.

5. Dominion of Fear
Once per short rest, force a creature within 30 ft to succeed on a Wisdom saving throw (DC = 8 + proficiency + Charisma mod) or become frightened for 1 minute.

6. Curse Resistance
Advantage on saving throws vs. poison, disease, and curse effects.

7. Cleave Upgrade
Your Cleave can now hit up to 3 targets in a 30 ft line.

8. Malicious Aura
Enemies within 10 ft have disadvantage on saving throws against fear effects.

9. King’s Authority
Gain proficiency in Persuasion and advantage on Intimidation checks.

10. Domain Expansion: Malevolent Shrine
Once per long rest, create a 20 ft radius domain for 1 minute: enemies inside must make Wisdom saves at the start of their turn (DC as above) or take 4d8 psychic + 4d8 slashing damage; you have advantage on attack rolls and saving throws inside.

11. Quick Restoration
Once per day, you can immediately heal yourself to full as a bonus action.

12. Curse Mastery
Advantage on checks or saving throws to dispel or interact with curses.

13. Immortal Curse
Immune to aging, petrification, and magical sleep.

14. Cleave Mastery
Your Cleave now hits all enemies in a 60 ft line, adds +3 to damage.

15. Terrifying Presence
Your fear effects last 1 hour, and you add +2 to their save DC.

16. Unbreakable Will
Proficiency in Wisdom saving throws and advantage against all mental effects.

17. Sensory Overload
You gain Blindsight 30 ft and can sense lives and curses in the area.

18. Cursed Step
Once per long rest, you can teleport up to 60 ft as a bonus action. You leave a spectral slash effect: creatures in the line between your start and endpoint must make a Dexterity save or take slashing damage equal to your level.

19. Reality Distortion
Once per week, you can subtly alter reality (choose one: briefly move walls, change object shape, or reroute a single spell effect).

20. King of Curses Ascendant
Malevolent Shrine radius increases to 40 ft; Cleave can be used at will; gain Legendary Resistance (3/day, auto-succeed on a saving throw).

 

Fragmented Might

You gain proficiency in Intimidation, resistance to necrotic damage, and can cast Thaumaturgy once per short rest.

Curse Sight

Darkvision 60 ft. You can see invisible or cursed creatures.

Slice & Dice

Once per short rest, make a melee or ranged attack. On hit, deal normal damage plus slashing damage equal to twice your character level.

Regeneration

When you absorb a finger, instantly regain hit points equal to your level plus proficiency bonus.

Dominion of Fear

Once per short rest, force a creature within 30 ft to succeed on a Wisdom saving throw (DC = 8 + proficiency + Charisma mod) or become frightened for 1 minute.

Curse Resistance

Advantage on saving throws vs. poison, disease, and curse effects.

Slice & Dice Upgrade

Your Slice & Dice can now hit up to 3 targets in a 30 ft line.

Fire Arrow

You can conjure and launch a blazing cursed arrow once per short rest.

  • Action: As an action, you create a cursed fire arrow and launch it at a creature within 60 feet.

  • Attack: Make a ranged spell attack; on a hit, the target takes 3d8 fire damage, and flammable objects ignited begin burning.

  • Scaling: Damage increases by an additional 1d8 fire at level 15 (Finger 15), and the range increases to 120 feet.

King’s Authority

Gain proficiency in Persuasion and advantage on Intimidation checks.

Domain Expansion: Malevolent Shrine

Once per long rest, create a 20 ft radius domain for 1 minute: enemies inside must make Wisdom saves at the start of their turn (DC = 8 + proficiency + Charisma mod) or take 4d8 psychic + 4d8 slashing damage; you have advantage on attack rolls and saving throws inside.

Quick Restoration

Once per week, you can immediately heal yourself to full as a bonus action.

Curse Mastery

Advantage on checks or saving throws to dispel or interact with curses or any kind of devil.

Immortal Curse

Immune to aging, petrification, and magical sleep.

Terrifying Presence

Your domination fear effects last 1 hour, and you add +2 to the save DC of people under it's affect.

Unbreakable Will

Proficiency in Wisdom saving throws and advantage against all mental effects.

Sensory Overload

You gain Blindsight 30 ft and can sense lives and curses in the area.

Cursed Step

Once per long rest, you can teleport up to 60 ft as a bonus action. You leave a spectral slash effect: creatures in the line between your start and endpoint must make a Dexterity save or take slashing damage equal to your level.

Reality Distortion

Once per week, you can subtly alter reality (choose one: briefly move walls, change object shape, or reroute a single spell effect).

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